PreGame
Level 11
Everyone waking up in OldTree
DM Notes
Narkul will rise in 2 days
Once risen he'll spend a day with Dyndryd
After he'll try to scry Ironhide and either hunt him down or if unsuccessful scry Sovereign and try to return to the Howlester Castle to gather what he can and destroy the rest.
John enterance ???, petrified statue, adventurer in Old Tree, other?
Old Tree
Sovereign regarding Heleste
Truth: Heleste wanted to join the cult.
Partial: Heleste was denied entry into the cult, same motive as Guthber.
Lie: Heleste wasn't working against his brother.
Marsh
Encounters
After learning the group is going into the marsh Sovereign will try to escape at night
If her stealth beats observers perception she manages to flee but will be the high perception encounter below
Cart strugles off road. Crocodiles lurks nearby, following, waiting for a slip or stragler.
Petrified Encounters
Night 2 find stone statues of frogs and lizards in beautiful detail
Day 3 find a stone crocodile mid attack, unsure what it was attacking
Nights 4 & 5
Poor perception, next morning while packing up find a stone turtle on the edge of camp that wasn't there before
High perception, hear a scream in the distant. investigating reveals a stone statue of a heavily wounded man, large holes pierce his chest in vivid detail, reviving him results in him bleeding out and dying. DC 15 Medicine will reveal he's already dead or seconds away from it.
High Alternate, hear Sovereign shouting, large flashes of green and fire then silence. Investigating shows sovereign frozen in place, with signs of using disintergration and fire spells, thankfully due to humidity and dampness the fire did not light and travel.
Night 6, find a small clearing, as group is eating hear a hissing from behind a large object. Hydra encounter.
Day 7, Howlester Castle.
Marsh Hydra
https://roll20.net/compendium/dnd5e/Hydra#content
Initial encounter A large boney serpent head emerges from the marsh after finding stone figures, hopefully tricking players into thinking it's a basilisk, dealing 50 damage makes the head fall limp and start sinking into the marsh, 30 or more in a single turn kills the head and it sinks into the marsh.
After the head sinks back 6-12 seconds pass before six heads burst from the water and the body emerges.
HP 250 | AC 18 | Heads 6
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Multiattack. The hydra makes as many bite or grapple attacks as it has heads, one attack can be a breath attack
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10 + 5) piercing damage.
Grapple. DC15 Dex or Str save to escape at end of turn, the head cannot make another grapple but can bite or use breath on following turns that auto hit.
Boiling Breath (Recharge 2). The Hydra exhales an boiling blast of water in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Spider Camp
Huge (15ft x 15ft) stone spider over a stone hut with a part of it blown open.
Something has setup camp, stringing cloth between the legs to create a barrier.
Investigating reveals a very old campsite, everything in camp has rotted away or been overgrown, spider itself has lots of cracks, the abdomen has fallen off and mostly sunk into the swamp.
Spider 100 to 500 years. Campsite within 50 years
Sunken Castle
Used to be Narkul's personal castle/home but sunk into the Marsh long ago.
Now inhabited by a Medusa and her pet Basilisk and use petrified creatures as servants.
Enterance trap/alert. DC15 string that sets off a fire trial lighting the staircase leading down to the throne room basking it in dim light instead of darkness, alerting the medusa and the basilisk
Medusa HP:125 AC:16 MM214
1x Snake Hair. 5ft +5 1d4+2 piercing | 4d6 poison
2x Last Quip. 5ft +5 1d6+5 piercing
Basilisk HP:150 AC:17 MM24
1x Tail. 15ft +5 4d6 slashing | 2d6 poison
1x Bite. 10ft +5 2d6 piercing | 4d6 poison
Gladiator HP:100 AC:15 MM346
3x Spear. +5 2d8+4 piercing
Reaction. +3AC on a melee attack
Will-O-Wisp HP:20 AC:19 MM301
Gaze: 30ft DC15Con, if 10 or lower instant petrification. otherwise restraied and repeat next turn.
Unless surprised you can opt to advert eyes but you cannot see the source until start of next turn.
Loot & Lore
Greyhawk sword, Last Quip (Medusa)
Boots of Dendallen (In bedroom)
Minor treasure haul (In a safe)
- 3x bottles of 2000+ year old wine
- 5000gp
- 1x Scroll of greater restoration
Narkul's Notes (In office)
- Testing with a spell that altered people's dreams
- Arranging a deal to protect treasures
- Dendallen
- Boots of Dendallen (in possession)
- Eye of Dendallen (located)
- Flesh of Dendallen (unknown)
- Greaves of Dendallen (unknown)
- Grip of Dendallen (unknown)
- Mask of Dendallen (unknown)
- Book of Vile Darkness
- Lichdom and Cloning
- Testing with various Phylactories
- Simple jeweled chest (On desk)
- Glass vat filled with salt water (Whisiling Bluff)
- A gold coin (Sent to hidden vault)
- Family necklace (Always carried)
- Jug of infinite water (Sent to Chris Narod)
- Create the perfect world where everyone lives forever and follows him
Mountains
Encounters
Dyndryd
Lives in a large sprawling cave, Dyndryd has an illusion hiding the mouth of the cave and always has an old man taking care of a little cottage 120ft away and who tells anyone that visits that he is Dyndryd the Eternal.
Dyndryd has wiped their mind of his existance and makes them truely believe their name is Dyndryd and have lived in the cottage for many millennia, don't know anyone called Narkul or Dauthos, in fact the last person to visit was about 400 years ago, can't remember their name but they were a lost adventurer.
Detect magic reveals Enchantment magic over the man but nothing else.
Pinga's Island
250ft high
30 Lizardfolk. enough food for 1 week, 2 weeks if rationing
Druid's from the temple to the Wild Mother in OldTree are going to investigate Pinga's
The druids can make a gate between the island and the ground but need someone to get a druid up there